[WIP]cp_matterhorn

Discussion in 'WIP (Work in Progress)' started by HojoTheGreat, Jan 22, 2009.

  1. HojoTheGreat

    HojoTheGreat L5: Dapper Member

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    ALPHA 6 IS NOW AVAILABLE - [​IMG]

    CP_MATTERHORN

    5 Capture Point - Attack/Defend style map
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    Alpha 6 - March 22, 2009
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    Alpha 5 - March 4, 2009
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    Alpha 4 - February 19, 2009
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    Alpha 2 - February 15, 2009
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    Previous Alpha Screenshots
     
    Last edited: Mar 22, 2009
  2. Icarus

    aa Icarus

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    How complex!
     
  3. Shadow Monkey

    Shadow Monkey Super Monkey

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    Looks like an awesome, but complex map.....like dustbowl :)
     
  4. MangyCarface

    aa MangyCarface Mapper

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    a good start. Two things;
    -Already played a different map called cp_slate. Rename?
    -Having those circular connection tunnels will be hell for compiling. Make a square tunnel around them that seals the world and then convert the cylinders to func_detail.
     
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  5. theydidntnameme

    theydidntnameme L1: Registered

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    wow looking good!!!

    i have a similar map idea too. mine is set in an alpine setting where both teams blew a hole into a underground base in the wilderness. the difference is both teams each blew a hole into the base, and its underground, and mine is a sort of ctf map (at least part of it..)

    when i opened this thread and saw your first screenshot i was like this:

    :eek:hmy:

    because your hole looks very similar to mine lol

    i look forward to seeing more of your map!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!:p
     
  6. Fraz

    aa Fraz Blu Hatte, Greyscale Backdrop.

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    to make ramps I just make a brush and use the clipping tool to get the required slope.
     
  7. HojoTheGreat

    HojoTheGreat L5: Dapper Member

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    I think I've found a name that fits well. How does cp_matterhorn sound? Let me know! Matterhorn being a large mountain found near Italy/Switzerland. I think it rolls well.

    Not to sound like a jackass but I know how to make a ramp heh, what I'm trying to build is a ramp that starts flat with the ground and, once a point is captured, raises on an angle and stop once it is flush with the higher level, as seen above.

    More updates to come, thanks for the positive feedback guys!
     
  8. Fraz

    aa Fraz Blu Hatte, Greyscale Backdrop.

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    Couldnt you make some kind of triggered door that opens at an angle? Im actually really new to mapping but I think thats how some people make elevators.
     
  9. HeaH

    HeaH L8: Fancy Shmancy Member

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    Matterhorn is a good name, but it just isn't if you don't have any matterhorns in the map :)

    Other than that, the map sounds awesome
     
  10. theydidntnameme

    theydidntnameme L1: Registered

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    make the ramp a func_door_rotating. then just mess with the values and spawnflags. to make it rotate along the correct axis, and to rotate the appropriate number of degrees. then when you want to activate it give it a targetname and use the input output system
     
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  11. HojoTheGreat

    HojoTheGreat L5: Dapper Member

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    I'm making good progress lately. I've finished my initial layout for the entire map save for the final point, and all capture points are running smoothly. Besides creating the final area, I just need to finish brushwork, put down the game-affecting props (cover and doorframes) and do a bit of clipping. Oh and fix some input/outputs and filters.

    EDIT: Crap I should mention the lack of roofs is strictly for development's sake. Don't worry, the map isn't going to be open like that lol.

    Anyway picture time:
    Point A
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    Point B
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    Point C
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    Point D (New)
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    And finally a question for you all. Do you think this hallway is too cramped? I believe it's 128 Units tall, only giving Heavies like 20 Units of headroom. I designed it to be tight-quarters, but I worry it's too small...
    [​IMG]
     
    Last edited: Jan 23, 2009
  12. theydidntnameme

    theydidntnameme L1: Registered

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    i think its fine as long as the hallway is short. but maybe you could up it to 256 units high so it doesnt feel claustrophobic
     
  13. DaBeatzProject

    aa DaBeatzProject

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    Hey, the map looks fine so far, but the images in the first post are gone.
     
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  14. HojoTheGreat

    HojoTheGreat L5: Dapper Member

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    Cheers man, first images now fixed.
     
  15. HojoTheGreat

    HojoTheGreat L5: Dapper Member

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    Quick update, I've completed the layout of the map, as well as built most of the Input/Output systems. All that's left before the first alpha adding some test lighting and fixing up a few mistakes I've neglected to fix :)

    Here's the layout for the final cap:
    [​IMG]

    Cap D is on the right, E in the middle, C hidden under the roof on the left.
    E will be accessible after capping B, however attacker's routes are limited at first.
    There is a main entrance in front of E (connecting to the outside) that starts closed.
    Capping C will open the main entrance doors
    Capping D will raise the stairs needed for the majority of classes to access the main entrance
    E will have a long cap time like (though not as long as) steel's final cap.
     
    Last edited: Feb 8, 2009
  16. HojoTheGreat

    HojoTheGreat L5: Dapper Member

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    ALPHA 1 IS NOW AVAILABLE FOR TESTING
    I will add screenshots soon, I've been struggling for time the last couple of days. Apologies!

    http://forums.tf2maps.net/downloads.php?do=file&id=994

    CP_MATTERHORN

    5 Capture Point - Attack/Defend style map
    -----------------------------------------------------
    Alpha 1 - February 9, 2009

    Extract to:
    C:\Program Files\Steam\SteamApps\USERNAME\team fortress 2\tf\maps

    Notes:
    RED TEAM - Dropping down to B will get you stuck until A is capped, so for your sake don't go to B unless you are setting up early
    Lighting - Very poor at in this version, will refine in later alphas
    Looping sounds - I've removed most of the looping sounds as they refused to stop, however there may be one or two that I have missed. My apologies!

    PLEASE REPORT ANY ERRORS, GLITCHES, POOR CONSTRUCTION ETC.

    And have fun :D

    Remember, this is a test for gameplay more than anything. Aesthetic criticism should be avoided unless it is a recommendation or suggestion, which I wholeheartedly accept!
     
    Last edited: Feb 10, 2009
  17. HojoTheGreat

    HojoTheGreat L5: Dapper Member

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    CP_MATTERHORN

    5 Capture Point - Attack/Defend style map
    -----------------------------------------------------
    Alpha 2 - February 12, 2009

    Extract to:
    C:\Program Files\Steam\SteamApps\USERNAME\team fortress 2\tf\maps

    Fixed:
    - Some doors moving up into the floor of upper levels
    - All looping sounds
    - Raised Capture times
    • - A set to 8
    • - B set to 10
    • - C & D set to 12
    • - E set to 30
    - Capping E before all other points results in a win
    - Red Spawn 2 (lower level) now has stairs leading to E
    - Blue spawn time now set to 2
    - Red and Blue both receive intro messages (attack/defend)
    - Added some textures (cheers to Nova Slisko for his Alpine rock texture :thumbup:)
    - Added some extra lighting
    - Clipped some high roofs and the sewers

    Known issues:
    - Red still gets stuck if they drop to B before A is capped. A visual_filter has been added over the B sign until A is capped
    - Pyros can shoot through setup gates
    - Standing on the lift ramp from B to the upper level while it's rising pauses it


    PLEASE REPORT ANY ERRORS, GLITCHES, POOR CONSTRUCTION ETC.

    And have fun :D

    Remember, this is a test for gameplay more than anything. Aesthetic criticism should be avoided unless it is a recommendation or suggestion, which I wholeheartedly accept!

    Download
     
  18. HojoTheGreat

    HojoTheGreat L5: Dapper Member

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    Hate to make bumps like this, but I thought I'd give some progress updates.

    First off, a3 is nearly complete. Despite us testing a2 on the weekend I've noted most of the problems and fixed all of them, at least I hope I have heh.

    - I've added a lot more cover to address how wide open the map was.
    - Added more signs, and some overlays that explain what conditions open what routes
    - Made some larger rooms smaller
    - Added a RED-specific route between B and the upper level

    Plus I've begun detailing, as the following screens will suggest.

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  19. Fearlezz

    Fearlezz L10: Glamorous Member

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    Aww cant belive I missed this yesterday :/ But this is looking really good with lighting. Some areas seems abit too open, im sure you know that. but keep up the good work mate!
     
  20. krik3t

    krik3t L2: Junior Member

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    When playing yesterday I feel map is way too big. All those huge rooms make me feel lost. Maybe its because they still lack details.